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Flak suppression works in HSFX and Stock game.
Fire a few rounds near a AAA they (virtually) run away till attack is over then start firing again if the AAA isn't destroyed. Not All AAA does this though iirc. |
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The MOD showed soldiers running away from the AAA, same effect as attacking convoys. |
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some AAA has none but times out until the attack is over. |
So whats the correct sight picture then, if you use the bottom stadia lines and fire as target passes up through the sight you have a 50-50 hit probability. definitely shoots low, also tried train bashing with it, no effect, lots of hits, seems 37mm HE cant kill the armored trains? Tried it with the stuka G and HS 129 and no problems killing trains. is there a proper dive angle etc, i also tried strafing in line with the train from head on and emptied the clip, still no kill on armored train.
Any tips? |
IIRC
The Bf110 G2 is fitted with HE rounds with level barrel. The Stuka G1 and HS129 have AP rounds. |
Shoots low,not leveled up
The gun shoots low,completely off the visible reticle pattern. If you use full screen velocity vector it hits exactly at the bottom ring. All weapons will lose velocity and fall of shot is to be expected by the point of traced burn out. This looks from external view to be about 3 degrees down tilt.long range shots will drop far below the usable reticle. Needs to be tweaked.
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heres a test fire for testing
You will spawn with a castle directly in front of you, reticle is half over wall with remainder below wall, blaze away and see your 37mm hitting below the bottom of the reticle. There is a sight for schrage music, so if a pilot had to strafe or shoot other planes with this there has to be some kind of alignment set up??
[MAIN] MAP Bessarabia/load_Odessa.ini TIME 12.0 CloudType 0 CloudHeight 1000.0 player g0100 army 2 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS_Radar_ShipRadar_MaxRange 100 MDS_Radar_ShipRadar_MinHeight 100 MDS_Radar_ShipRadar_MaxHeight 5000 MDS_Radar_ShipSmallRadar_MaxRange 25 MDS_Radar_ShipSmallRadar_MinHeight 0 MDS_Radar_ShipSmallRadar_MaxHeight 2000 MDS_Radar_ScoutsAsRadar 0 MDS_Radar_ScoutRadar_MaxRange 2 MDS_Radar_ScoutRadar_DeltaHeight 1500 MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0 MDS_Radar_ScoutGroundObjects_Alpha 5 MDS_Radar_ScoutCompleteRecon 0 MDS_Misc_DisableAIRadioChatter 0 MDS_Misc_DespawnAIPlanesAfterLanding 1 MDS_Misc_HidePlayersCountOnHomeBase 0 MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0 [RespawnTime] Bigship 1800 Ship 1800 Aeroanchored 1800 Artillery 1800 Searchlight 1800 [Wing] g0100 [g0100] Planes 1 Skill 1 Class air.BF_110G2 Fuel 100 weapons r4 [g0100_Way] TAKEOFF 319089.81 132848.08 0 0 &0 NORMFLY 320122.89 132849.71 500.00 300.00 &0 [NStationary] [Buildings] 0_bld House$S_CASTLE 1 320050.71 132850.27 540.00 [Bridge] [House] |
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If so, would it be possible to add the option of slightly tilting the gunsight up, down, or side to side to the game? It seems logical that pilots could adjust their gunsights to better aim projectiles with very poor ballistic profiles, like rockets or slow-moving cannon shells or to give themselves a bit of extra "lead" when making a high-angle deflection shot. They could then switch the sight angle back to normal when shooting guns. If it wasn't possible to alter sight profiles to account for different ballistic trajectories, it seems like the correct tactic is to shoot a short burst of MG fire at your target to estimate range and then correct your angle of attack slightly (or just wait until you get to the proper range) to fire rockets or cannons. |
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